/* Copyright (C) 1998, 1999 artofcode LLC. All rights reserved. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA, 02111-1307. */ /*$Id: gxshade4.h,v 1.2.6.1.2.1 2003/01/17 00:49:04 giles Exp $ */ /* Internal definitions for triangle shading rendering */ #ifndef gxshade4_INCLUDED # define gxshade4_INCLUDED #define mesh_max_depth (16 * 3 + 1) /* each recursion adds 3 entries */ typedef struct mesh_frame_s { /* recursion frame */ mesh_vertex_t va, vb, vc; /* current vertices */ bool check_clipping; } mesh_frame_t; /****** NEED GC DESCRIPTOR ******/ /* * Define the fill state structure for triangle shadings. This is used * both for the Gouraud triangle shading types and for the Coons and * tensor patch types. * * The shading pointer is named pshm rather than psh in case subclasses * also want to store a pointer of a more specific type. */ #define mesh_fill_state_common\ shading_fill_state_common;\ const gs_shading_mesh_t *pshm;\ gs_fixed_rect rect;\ int depth;\ mesh_frame_t frames[mesh_max_depth] typedef struct mesh_fill_state_s { mesh_fill_state_common; } mesh_fill_state_t; /****** NEED GC DESCRIPTOR ******/ /* Initialize the fill state for triangle shading. */ void mesh_init_fill_state(P5(mesh_fill_state_t * pfs, const gs_shading_mesh_t * psh, const gs_rect * rect, gx_device * dev, gs_imager_state * pis)); /* Fill one triangle in a mesh. */ void mesh_init_fill_triangle(P5(mesh_fill_state_t * pfs, const mesh_vertex_t *va, const mesh_vertex_t *vb, const mesh_vertex_t *vc, bool check_clipping)); int mesh_fill_triangle(P1(mesh_fill_state_t * pfs)); #endif /* gxshade4_INCLUDED */